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https://github.com/UberGames/lilium-voyager.git
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Fix Gauntlet barrel axis in UI
UI's PositionRotatedEntityOnTag is different than CGame's and UI has switched pitch/roll for Gauntlet/BFG axis to get it to look like /close to/ how it looks in CGame. Making UI use the same *PositionRotatedEntityOnTag and axis as CGame fixes the Gauntlet blade being wobbly in controls menu.
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daa570c193
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2 changed files with 4 additions and 12 deletions
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@ -332,8 +332,8 @@ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_
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}
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}
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// cast away const because of compiler problems
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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}
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@ -845,10 +845,6 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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angles[YAW] = 0;
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angles[YAW] = 0;
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angles[PITCH] = 0;
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angles[PITCH] = 0;
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angles[ROLL] = UI_MachinegunSpinAngle( pi );
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angles[ROLL] = UI_MachinegunSpinAngle( pi );
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if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
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angles[PITCH] = angles[ROLL];
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angles[ROLL] = 0;
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}
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AnglesToAxis( angles, barrel.axis );
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AnglesToAxis( angles, barrel.axis );
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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@ -333,8 +333,8 @@ static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_
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}
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}
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// cast away const because of compiler problems
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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}
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@ -845,10 +845,6 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
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angles[YAW] = 0;
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angles[YAW] = 0;
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angles[PITCH] = 0;
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angles[PITCH] = 0;
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angles[ROLL] = UI_MachinegunSpinAngle( pi );
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angles[ROLL] = UI_MachinegunSpinAngle( pi );
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if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
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angles[PITCH] = angles[ROLL];
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angles[ROLL] = 0;
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}
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AnglesToAxis( angles, barrel.axis );
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AnglesToAxis( angles, barrel.axis );
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
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